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Dungeon Master's Guide

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on the characters. A love interest might demand that<br />

a character turn away from a dangerous quest. A<br />

dear fri end might plead with the characters to spare<br />

the villain's life, to prove that they are better than the<br />

villain. A weak NPC might beg for a chance to win favor<br />

from the characters by undertaking a dangerous but<br />

essential mission.<br />

Honor Quandary. A character is forced to choose<br />

between victory and a personal oath or code of honor.<br />

A paladin who has sworn the Oath of Virtue might<br />

realize that the clearest path to success lies in deceit<br />

and subterfuge. A Joyal cleric might be tempted to<br />

disobey the orders of his or her faith. If you present<br />

this quandary, be sure to provide an opportunity for a<br />

character to atone for violating his or her oath.<br />

Rescue Quandary. The adventurers must choose<br />

between catching or hurting the villain and saving<br />

innocent lives. For example, the adventurers might<br />

learn that the villain is camped nearby, but they also<br />

learn that another part of the villain's forces is about<br />

to march into a village and burn it to the ground. The<br />

characters must choose between taking out the villain<br />

or protecting innocent villagers, some of whom might be<br />

friends or family members.<br />

Respect Quandary. Two important allies give<br />

conflicting directions or advice to the adventurers.<br />

Perhaps the high priest counsels the characters to<br />

negotiate peace with militaristic elves in the nearby<br />

forest, while a veteran warrior urges them to prove their<br />

strength with a decisive first strike. The adventurers<br />

can't follow both courses, and whichever ally they<br />

choose, the other loses respect for them and might no<br />

longer aid them.<br />

TWISTS<br />

A twist can complicate a story and make it harder for<br />

the characters to complete their goals.<br />

TWISTS<br />

Ally Quandary. The adventurers have a better chance<br />

of achieving their goal with the help of two individuals<br />

whose expertise is all but essential. However, these<br />

two NPCs hate each other and refuse to work together<br />

even if the fate of the world hangs in the balance. The<br />

adventurers must choose the NPC that is most likely to<br />

help them accomplish their goal.<br />

Friend Quandary. An NPC that one or more of the<br />

characters cares about makes an impossible demand<br />

dlO<br />

Twist<br />

The adventurers are racing against other creatures<br />

with the same or opposite goal.<br />

2 The adventurers become responsible for the safety<br />

of a noncombatant NPC.<br />

3 The adventurers are prohibited from killing the<br />

villain, but the villain has no compunctions about<br />

killing them.<br />

4 The adventurers have a time limit.<br />

5 The adventurers have received false or extraneous<br />

information.<br />

6 Completing an adventure goal fulfills a prophecy or<br />

prevents the fulfillment of a prophecy.<br />

7 The adventurers have two different goals, but they<br />

can complete only one.<br />

8 Completing the goal secretly helps the villain.<br />

9 The adventurers must cooperate with a known<br />

enemy to achieve the goal.<br />

10 The adventurers are under magical compulsion<br />

(such as a geas spell) to complete their goal.<br />

8o<br />

CHAPTER 3 I CREATING ADVENTURES

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